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Android Game Programming By Example

You're reading from   Android Game Programming By Example Harness the power of the Android SDK by building three immersive and captivating games

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Product type Paperback
Published in Jun 2015
Publisher
ISBN-13 9781785280122
Length 388 pages
Edition 1st Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Toc

Table of Contents (13) Chapters Close

Preface 1. Player 1 UP FREE CHAPTER 2. Tappy Defender – First Step 3. Tappy Defender – Taking Flight 4. Tappy Defender – Going Home 5. Platformer – Upgrading the Game Engine 6. Platformer – Bob, Beeps, and Bumps 7. Platformer – Guns, Life, Money, and the Enemy 8. Platformer – Putting It All Together 9. Asteroids at 60 FPS with OpenGL ES 2 10. Move and Draw with OpenGL ES 2 11. Things That Go Bump – Part II Index

Reusing existing classes


Let's quickly add our SoundManager and InputController classes to this project because they only need a little tweak to accommodate our needs here too.

Add a member for a SoundManager and an InputController object in both the AsteroidsView and AsteroidsRenderer classes.

private InputController ic;
private SoundManager sm;

Initialize the new objects in the onCreate method of the AsteroidsView class and call the loadSound method like this:

public AsteroidsView(Context context, int screenX, int screenY) {
  super(context);

     sm = new SoundManager();
     sm.loadSound(context);
     ic = new InputController(screenX, screenY);
     gm = new GameManager(screenX, screenY);

Also in AsteroidsView, add an extra two arguments to the call to the AsteroidsRenderer constructor to pass in references to the SoundManager and InputController objects.

setEGLContextClientVersion(2);
setRenderer(new AsteroidsRenderer(gm,sm,ic));

Now in the AsteroidsRenderer constructor add the two extra...

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